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xzzy
Mar 5, 2009

CuddleCryptid posted:

Just in case people don't realize it as well, the "move building" icon next to the "close window" icon requires you to use labor to move a building but no material, so it's "free" to shift stuff around.

Most stuff. Some buildings can't be moved and I'm not sure what the logic of it is.

Like mines can only be disassembled.

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CuddleCryptid
Jan 11, 2013

Things could be going better

xzzy posted:

Most stuff. Some buildings can't be moved and I'm not sure what the logic of it is.

Like mines can only be disassembled.

I understand that. It's a hole in the ground, what are you going to do, rip out all the wooden supporting struts and run for the entrance before the walls collapse?

Ichabod Sexbeast
Dec 5, 2011

Giving 'em the old razzle-dazzle

CuddleCryptid posted:

I understand that. It's a hole in the ground, what are you going to do, rip out all the wooden supporting struts and run for the entrance before the walls collapse?

Just move the hole, duh

xzzy
Mar 5, 2009

You can still disassemble/salvage it, and get a few bits of wood out of it. :v:

Just can't relocate it.

WithoutTheFezOn
Aug 28, 2005
Oh no
You can move blueberry bushes, and no other bushes, for some reason.

And this may seem obvious but the halo thing is on all buildings with a work areas. Fishing huts, gatherers, rat catchers …

CuddleCryptid
Jan 11, 2013

Things could be going better

Hey, FF Colonists. I know it's cold out and you want to stay inside, but have you thought that it might be a good idea to step outside for a second to grab a bucket of water because YOUR NEIGHBOR'S HOUSE IS ON FIRE.

I know he's a dick about his back garden but in 20 seconds it'll spread to your house too.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

CuddleCryptid posted:

Hey, FF Colonists. I know it's cold out and you want to stay inside, but have you thought that it might be a good idea to step outside for a second to grab a bucket of water because YOUR NEIGHBOR'S HOUSE IS ON FIRE.

I know he's a dick about his back garden but in 20 seconds it'll spread to your house too.

It seems like they've struck upon a plan to stay warm for the rest of their lives

Upsidads
Jan 11, 2007
Now and then we had a hope that if we lived and were good, God would permit us to be pirates


Everyone's got the same drat question I have about farthest frontier
Where's all the drat crows?
Why can't I see them?

Goast
Jul 23, 2011

by VideoGames
there are no birds in ff

the eggs grow out of the ground

DurosKlav
Jun 13, 2003

Enter your name pilot!

There are geese!

Jack Trades
Nov 30, 2010

DurosKlav posted:

There are geese!

Geese are not birds, geese are abominations.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Played some more Farthest Frontier on a new map and the game really does have that "just one more turn" factor. It's really hard to put down. And I do like the need to trade as a game feature, I just wish trading wasn't so awkward and RNG-dependent. Having to shuffle resources back and forth to the trading post gets old when the whole trading system is also manual. I would love to be able to request traders bring specific goods next time they come around, or hell, let me send out my own trade caravan. Missing that one resource and having to go years before the right merchant shows up is a bit of a pain.

Also, the notifications are a bit wack. Do I really need to have a constant stream of "Predator spotted", "1 Villager is sick", "1 Villager is cured" and "Some crops were lost to heat/frost" all the time but no notifications at all for "merchant arrived" or "yo this hunter's lodge has nobody working in it"?

Anime Store Adventure
May 6, 2009


Farthest Frontier is going to be excellent after about a year or two of major patches, assuming they have a good head about what need to improve. It has really solid legs and with a little QOL can be a really fun game.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Oh, another issue with Farthest Frontier if you try it, play for a few hours and don't understand why everyone is miserable and sick and complaining about hygiene all the time: For some reason, the "too much poop and rats" icons don't seem to always show up, but the game effect is still there. It's entirely possible you just need more compost collectors and rat-catchers. Reloading the game makes them appear again. It's a pretty unfortunate bug, too - I only realized upon reloading a game and seeing that what I thought was a pristine utopia of neat freaks complaining about not having enough soap was in reality a literal rat-infested shithole.

victrix
Oct 30, 2007


Hyper Crab Tank posted:

what I thought was a pristine utopia of neat freaks complaining about not having enough soap was in reality a literal rat-infested shithole.

there's an SA analogy in here somewhere

totalnewbie
Nov 13, 2005

I was born and raised in China, lived in Japan, and now hold a US passport.

I am wrong in every way, all the damn time.

Ask me about my tattoos.
My FF mining town has now reached a level where I'm loving rich. Foundries will turn 5 units of gold ore into 100 ingots (whereas they sell for about 50-60 per 5 units in trade). I've got just a mine or two of iron/gold/coal (may have to build more) and four foundries going at the moment. And having upgraded the trade building, merchants are coming more often and have more gold. The result is that when the merchants show up, I'm able to just transfer gold to the trade building and buy up all the other raw materials I don't have like clay, herbs, etc.

The drawback, though, is that this triggers pretty big raids (like 30 people was the biggest so far). I realized that guard towers actually get a bonus to shooting downhill so when a couple more traders stop buy with wood.. or maybe I'll upgrade to stone, I'm going to move my walls to go along the tops of hills/mountains so my guard towers will get some big bonuses.

Other issues my town is facing: lack of space for expansion and fields, way too much consumption of wood for how much is around, not enough water..

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

totalnewbie posted:

Other issues my town is facing: lack of space for expansion and fields, way too much consumption of wood for how much is around, not enough water..

Did you know there are trees in the decorative building menu? They are real trees, and they cost 1 gold each.

I also found gold ore in the hills, and once you can build foundries to get that going, it seems like you basically just have infinite money. You can afford to pay all the guards and soldiers you like, so defending your vaults shouldn't be much of a problem. The only issue is how finicky the RNG on the merchants is - it doesn't help that I have 25k gold just lying around when the merchants only ever show up with resources I already have.

victrix
Oct 30, 2007


does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple

Anime Store Adventure
May 6, 2009


Farthest Frontier is good, but I've seen all it has to show me in its current state. I'm going to put it down for a long while so I don't burn out on it and hope that it gets a good EA period. It's certainly got some really good legs to it, I just hope they continue with that base and don't sort of peter out on it. Right now it feels a little like I found Dawn of Man: A really solid game, but not super replayable or continue-able once you get to 'endgame' once and are stable. There's a lot of neat stuff with the decoration and that, so I could certainly get some fun out of making a beautiful city and not just a functional one, but it doesn't quite have the full package of "Yeah, I can spend days beautifully handcrafting my city" or, alternatively, "Yeah, the game remains challenging/fun at 'endgame."

Ultimately I think if you're on the fence its a Buy but whether its a ~20-30hr game versus a ~200-300 hour game... Jury's still out, imo.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
I agree with that assessment. Once you've built everything in the game and can afford to employ some guards, there really isn't much of anywhere to go. That's 20 hours at most of gameplay which, you know, isn't terrible and it does hook you for all those hours, but where it's going to go from here I don't know. Could be somewhere!

Arcturas
Mar 30, 2011

victrix posted:

does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple

The core gameplay loop plays very similar, but there are a few ways it increases in difficulty.

As you progress in metacurrency you will unlock more buildings. Some of these are helpful because they give you better access to certain recipes or services that are hard to provide with starting buildings, but others are more niche buildings, and both sets end up clogging your card selection and can make it hard to get exactly what you want.

Next, there are increased difficulty levels. You probably can see some of those already - normal, hard, impossible, etc. Each difficulty level gives you fewer automatic bonuses during drizzle and more escalating penalties during storm that are unlocked by hostility level. I get the feeling that you also either accumulate hostility faster or have a general happiness penalty or something similar, because it really feels like you need to be sticking to hostility 1 for longer on impossible than you do on normal difficulty.

Once you can beat impossible difficulty, you'll unlock ascension difficulty levels 1-20. They work exactly like slay the spire. They're unlocked sequentially, 1-20, and give you set penalties. Like one of them forces you to hit reputation 12 (14? 16?) to win, instead of 10 (12?), without giving you more time on the impatience meter. Another makes all your trade goods worth less. Another makes your pops eat more food, etc. I'm assuming ascension 20 is very difficult, I haven't bothered with it much.

Last, you can do self-imposed challenges for the cheevos. Only getting reputation from happiness or caches/glade events, not doing queen's orders, that sort of thing.

Whether that's enough to satisfy you, I can't really say. The core loop of the game is the same, it just adds a little more pressure.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

victrix posted:

does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple

I didn't come close to loosing a match until I bumped the difficulty up a couple notches.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

victrix posted:

does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple

there are 20 prestige difficulties past Impossible

(personally i can win consistently on Very Hard, and that was before the fuel changes, which definitely would have lost me some of the closer runs)

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Hyper Crab Tank posted:

I agree with that assessment. Once you've built everything in the game and can afford to employ some guards, there really isn't much of anywhere to go. That's 20 hours at most of gameplay which, you know, isn't terrible and it does hook you for all those hours, but where it's going to go from here I don't know. Could be somewhere!

The whole house upgrading mechanic makes me feel like I'm playing Anno 1800 except there aren't 100 different resources so it ends up feeling a bit shallow.

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts?

Pulsarcat
Feb 7, 2012


Arsenic Lupin posted:

A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts?

You better believe I have thoughts!

Yes it's easier than TPH.
Mostly because in TPH the number of patients you got was constantly ramping up.
This was made worse because it was based on prestige which went up with how much you leveled your rooms, so players would cram their rooms full of crap to level them up, then get swarmed by more patients than they could handle.

In Campus you have much more control over how many students are in your school, so you have much more control over how quickly you need to expand.
Like you can basically decide how many you want at the start of the year, and it largely remains at that number throughout the school year.
Then you can easily gauge how many rooms and buildings you need.

It does get more difficult the further you go, since more advance classes require more rooms which requires more research and staff.
But the difficulty increases at a much slower pace.

With that said I loved TPH, but I enjoy Campus more, just the overall fell of having the same people in your school for multiple years gives it more personality than in TPH where you were constantly funneling them through the same handful of rooms.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Arsenic Lupin posted:

A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts?

The campaign is pretty easy but you can have a more resource starved experience in sandbox by setting your starting cash low and with no kudosh. That way you have to start with the most basic course and next to no facilities and slowly work your way up while paying down the big loans you will inevitably take.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

Arsenic Lupin posted:

A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts?

They have scenarios that spice up the formula. The core gameplay loop however is as they say, you're mostly limited by money. The kudosh are points for unlockables that carry over to other levels largely. The resource you're really managing is space. The majors all have different rooms that require/enable more investment and have bigger footprints. The common area rooms like student lounge are limited in capacity but the headcount doesn't scale favorably with space, and you'll have 19 peeps an 8x8 and they'll just have loads of space.


I wonder if it's because there's no decision popups like TPH? You got to diagnose manually if it's a toss up IIRC and had the occasion dilemma. In TPC it's just build more stuff and hire more workers.

Takanago
Jun 2, 2007

You'll see...
One time I was playing the Sports Academy level and I had an objective that required me to get my students Average Hygiene Rating to 75%. But since I had expanded very aggressively before (go big or go home imo) this was much easier said than done. I placed showers in every building: near the gyms, near the dorms, etc. And I put hand sanitizer everywhere, around every corner. And then I put some more for good measure. But that still wasn't enough. At best my student's hygiene hovered around 70%. As much as I tried, I could not get those goddamn college students to take showers. Some people even got sick because they were so stinky, causing a backlog in my clinic rooms.

Eventually I figured out that the layout of my campus was inefficient, and people were running far distances to go between activities and ended up skipping showers. Because I focused so much on growth I had gotten myself stuck in a corner where I couldn't make my students lives as good as they needed to be.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Yeah once your campus gets busy enough you need to set up geographically contained colleges for your main courses.

Jack Trades
Nov 30, 2010

Urbek's latest patch added Planning Mode so you can ghost build your perfect layouts now.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I've been playing a lot of Going Medieval and I reached the end point for me right now. Once i literally had thousands of units of food and drink and basically more gold than the Pope I felt my settlement probably was good enough. I guess I could build more but they'd just be empty buildings or more stockpiles. The biggest issue is low population. I had 10 but 2 died due to the hunting AI being very bad (set everyone to hunt, only one settler does it, gets killed by a boar) . I really wish the population would grow faster, because its way to easy to keep everyone fed once you learn the food production system. Everyone can just feast on stew or red current pies until the end of time after a few harvests.

Its a really solid base and I've been told there's a patch coming soonish so hopefully that will add some stuff that will make picking it up again.

I played a lot of Dawn of Man but i just found near the end of the game there were just constant raids and i just couldn't do anything because I'd have to defend, then rebuild what was destroyed and make more warriors. It also made it nearly impossible to expand outside of the main village area as you had to keep everything defensible. I kinda hope that they fixed that because seriously, being raided every 10 minutes was excessive.

I've been looking and Farthest Frontier for a while, and it looks really good. I'm also interested in Timberborn, Foundation and Sapiens. Sapiens looks like one of my dream games, where you grow a town from a bunch of stone or iron age huts to a modern city. Also i very much prefer these kinds of games where combat is either a minor or optional aspect. I really don't like it when I'm here planning my new farm or something and then i have to stop because some jerks want to burn down my mine. Please go away, I have enough trouble trying to figure out how to feed my growing population.

Anime Store Adventure
May 6, 2009


twistedmentat posted:

Sapiens looks like one of my dream games, where you grow a town from a bunch of stone or iron age huts to a modern city. Also i very much prefer these kinds of games where combat is either a minor or optional aspect.

I know what you mean, but I can’t help but rib on you a little bit for “I want a game where I bring a city from Hunter gatherer to the modern era but no fighting pls” given the history we have as a civilization.

kanonvandekempen
Mar 14, 2009

NoNotTheMindProbe posted:

Yeah once your campus gets busy enough you need to set up geographically contained colleges for your main courses.

They'll still have to run to a random lecture theatre though? Or is there a way to assign those to specific courses?

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

kanonvandekempen posted:

They'll still have to run to a random lecture theatre though? Or is there a way to assign those to specific courses?

If you go to the timetable screen under course management you can manually select which theatres teach which courses.

KirbyKhan
Mar 20, 2009



Soiled Meat
Cash isn't the limiting resource, kudosh is. So it's ramped in a way that should eliminate friction. Also the summer break requirements don't let you really start the year in a way that can give you a failure state. Like the kudosh is going to unlock both the students and the items to relieve student needs and there's always gonna be enough money for whatever no matter how high you crank the game up.

KirbyKhan
Mar 20, 2009



Soiled Meat

Anime Store Adventure posted:

I know what you mean, but I can’t help but rib on you a little bit for “I want a game where I bring a city from Hunter gatherer to the modern era but no fighting pls” given the history we have as a civilization.

It is a precious and rare thing in escapism. It's one of the big reasons I really dig Against The Storm, no murder required.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
Always keep some labourers in Farthest Frontier, even if you have enough work camps.
Because those labourers do not only chop trees and mine stone, they also carry your farmer's produce to the storages, maintaining your "months of food in public storage", which then influences happiness and immigration.

I just discovered that.

xzzy
Mar 5, 2009

If you bring up the population screen, the game will even highlight the laborers section in red if it thinks you don't have enough.

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Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

xzzy posted:

If you bring up the population screen, the game will even highlight the laborers section in red if it thinks you don't have enough.
Yes, well, but it doesn't tell my why that's an issue. That's why I didn't worry about it, since I've had 8 work camp labourers.

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